But Tor Lithanel survived by turning to the 'Grey Lords', the organization founded by the original research expedition and bolstered by Archmages exiled from Ulthuan for unsavoury experiments. When a Dwarven Throng destroyed Kor Immarmor and were on their way to do the same to Tor Lithanel, the leaders of the city called upon the Grey Lords, and the Throng never emerged from the forest they were marching through.
Being in Laurelorn doesn't mean she'd figure this out naturally. I doubt she would go up to the citizens to ask them what happened to the throng that wanted to kill their ancestors.
Technically the Spider Magic spells are part of the Lore of the Little Waagh, although the flavor of the spell directly says that they're harnessing the power of the "Spider-God" whatever that is, to grant their allies with a spider-like aspect, granting them poison or enhancing their poison. There's also the moon worship of the Night Goblins, which I'm not sure if the Goblins consider Gork to be the Moon or if they worship "Da Bad Moon" as a separate entity. I know that Age of Sigmar anthropomorphises Da Bad Moon to a greater extent to the point where I'm very sure it's not Gork, but I don't know about Fantasy. At least it's not sentient?
I suspect that the reason its part of little waaagh is entirely mechanical. Forest Goblins straight up hold more to worship of arachnaroks than they do Gork and Mork, thought thats not to say they do not worship them either. Entirely conjecture, but i suspect Spider-god is either Arachnarok that was elevated to nigh-divine/daemon status by the power of Waaagh constantly working its ... well, magic? ... upon one of the more ancient Arachnaroks residing in that particular forest or one that came to be naturally by weight of worship.
If we had stayed in K8P maybe we could have tried to do more study of the Waagh, between our traits and the fact that we once ripped the field off a bunch of orcs maybe we would even be able to create a spell that does that consistently, a banish waagh spell if you will that makes greenskins demoralized into flight, sort of like a specialized fear spell, that is part of Ulgu's themes.
The woman who turns out to be Lady Magister Gehenna ("Gehenna the Second. I think the first was an Elf.") introduces herself, ensconces herself in your guest bedroom, and burrows into your library in the space of a single walking conversation. As Johann explains privately to you afterwards, this Gehenna - his former Master - is a Battle Wizard who 'graduated' into Lady Magister rank instead of coming up through the usual Apprentice-Journeyman-Magister ranks, so her social niceties are a bit off, even by Gold Wizard standards. But he vouches for her expertise unreservedly, and says that she was the one that stepped up and took him as an Apprentice when nobody else would.
Was Gehenna already a Lady Magister when she took him on or still a Battle Wizard?
And what are the rules/tradition/practice of mentorship both ways between the lines of the those headed for the Magister track and those headed for the Battle Wizard track?
Also, I need this for my eventual post. What is the geography equivalent for cities? Like, if I'm going over all the features of a city and stuff like I'm talking about geography, what do you call the analysis in a single word?
Sneak Peak, now to wait three weeks for it to be finished.
Idea first came to me from playing Library of Ruina. Everyone wears sick as fuck suits in that game. Mathilde def be part of either Liu or Zwei association tho.
I was rereading an older update in preparation for my Laurelorn post to get all the details right, and I decided to reread even the less relevant sections. When I came across this quote again, I had a thought:
This phrase had a certain cadence to it, like it was a practiced phrase. I wondered whether Boney was inspired by any particular work of fiction because I thought it sounded vaguely familiar. I found something sort of similar in Shakespeare's King Richard Act 1 Scene 1 Page 7 from Thomas Mowbray. I think I did King Richard in school, but I certainly don't remember the context:
"Yes, but you won't take away the stain of these charges. If you'll clear my name, I'll give up my glove. My dear, dear lord, the greatest treasure in our earthly lives is to have a good reputation. Without that, men are nothing. To have a brave spirit is as valuable as a well-guarded jewel. My honor is my life. One is inseparable from the other. Take my honor, and my life is over. So, my lord, let me prove my honor, since I live for it and I will die for it."
BTW, this is translated into Modern English. You can probably tell. For those who want the actual literal words:
Yea, but not change his spots: take but my shame.
And I resign my gage. My dear dear lord,
The purest treasure mortal times afford
Is spotless reputation: that away,
Men are but gilded loam or painted clay.
A jewel in a ten-times-barr'd-up chest
Is a bold spirit in a loyal breast.
Mine honour is my life; both grow in one:
Take honour from me, and my life is done:
Then, dear my liege, mine honour let me try;
In that I live and for that will I die.
While I do have a habit of stealing resonant lines from classic literature, this one is straight from the canonical Gotrek taking the Slayer Oath: "I am a Dwarf! My honour is my life and without it I am nothing. I shall become a Slayer. I shall seek redemption in the eyes of my ancestors. I shall become as death to my enemies, until I face he that takes my life and my shame."
Also, I need this for my eventual post. What is the geography equivalent for cities? Like, if I'm going over all the features of a city and stuff like I'm talking about geography, what do you call the analysis in a single word?
I think it's just 'urban geography'. Most fields that study cities do so with an eye to changing them, like urban planning and urbanism, which I don't think you're going for here.
So how does that square with the fact that Magnus walked in the into the blue-white flame in Middenheim and walked out with the clear favor and blessing of Ulric. If he did not have enough faith to satisfy the God of Winter, War and Wolfs then how could he walk out of the fire whole and in unburnt because that would seem to be double dipping so to speak as he could also draw down Sigmar's power with prayer. Those who pass in to the flames and come out are considered empowered chosen of Ulric so he really does not read as just empower by Sigmar.
The flame isn't an automated system that burns everyone below an Ulrican faith threshold. Ulric decides whether the person in question burns or not, and Ulric decided not to burn Magnus. Just as Taal decided to send a holy stag to glare at the population of Talabheim, and Manaan decided to send Triton to wave his trident threateningly at Marienburg.
You know how my K8P post has different sections with a different heading? Geography, Topography, Agriculture, Economics, Demographics etc.? I wanted an equivalent for cities so I could add some sort of heading that shows that I'm going to be talking about Tor Lithanel. I've since given up and decided to split Tor Lithanel between Geography for the physical locations within the city and Society for the actual people of the city. A necessary split because the society section requires that I go over Cityborn vs Forestborn and the Cityborn are intrinsically linked to Tor Lithanel anyways, but going over the buildings of Tor Lithanel in the society section feels awkward so I'll have to divide it.
And what are the rules/tradition/practice of mentorship both ways between the lines of the those headed for the Magister track and those headed for the Battle Wizard track?
Sneak Peak, now to wait three weeks for it to be finished.
Idea first came to me from playing Library of Ruina. Everyone wears sick as fuck suits in that game. Mathilde def be part of either Liu or Zwei association tho.
Sneak Peak, now to wait three weeks for it to be finished.
Idea first came to me from playing Library of Ruina. Everyone wears sick as fuck suits in that game. Mathilde def be part of either Liu or Zwei association tho.
If I had to make a guess, I would say that Mathilde would perhaps be more in line with the Öufi Association as an enforcer of Contracts. Which is affiliated a lot with the high concentration of gambling, casinos, and other forms of recreation games with some sort of stake. As I can easily imagine her being in the detective/insurance fraud/contract witness role within the City, based on not only her Patron Deity but also her liking of how Dawi handles Oaths.
While I do have a habit of stealing resonant lines from classic literature, this one is straight from the canonical Gotrek taking the Slayer Oath: "I am a Dwarf! My honour is my life and without it I am nothing. I shall become a Slayer. I shall seek redemption in the eyes of my ancestors. I shall become as death to my enemies, until I face he that takes my life and my shame."
If I had to make a guess, I would say that Mathilde would perhaps be more in line with the Öufi Association as an enforcer of Contracts. Which is affiliated a lot with the high concentration of gambling, casinos, and other forms of recreation games with some sort of stake. As I can easily imagine her being in the detective/insurance fraud/contract witness role within the City, based on not only her Patron Deity but also her liking of how Dawi handles Oaths.
If keeping with the overall theme of the quest. I'd pin her down as a Ex-Udjat who grew a conscience and dipped, climbed the ladder, and joined up with Mirae Insurance. Handling contract dispuits between Fixers and those who hired them. As much as I love her, she does not quite have the BUILT DIFFERENT aura to be a color. That shit is a state of mind more so than ability. Her EGO would be absolutely wack though.
As a bastion of safety in a sea of angry Dwarves it swelled with Elven refugees from across the Old World, and that immigration formed the basis for their modern society consisting of the aristocratic 'Cityborn' descendants of the pre-War settlers and the 'Forestborn' underclass that live in treetop dwellings.
Without noticing you've crossed into the area surrounding Tor Lithanel, the home of the Faniour 'Forestborn' citizens - those descended from refugees that sought shelter in Laurelorn during the War of the Beard, and as such forbidden by ancient decree from living within the walls of the city of Tor Lithanel.
When Warherds gather, when Waaaghs form, when Daemons intrude, it is the Forestborn that suffer. When humans encroach on the forest, it is the Forestborn that are squeezed out of their homes and hunting ranges. It seems that all too often the Cityborn must be pestered into action, with the Senate calling for action for months before the High Council finally acknowledges a problem that has been festering for too long... but when they do act, it reminds the Forestborn where power truly lies within Laurelorn, as they emerge from their walled city crackling with magic and glowing with blessings. Ithilmar armour turns blows that punched through armour of leather and bark. Weapons bearing enchantments dating back millennia tear through terrors that ignored the arrows of the Forestborn. Ancient pacts and forgotten legends are called upon, summoning beasts and spirits from the darkest corners of the forest. And then the immediate threat is defeated and the Cityborn return to their precious city, leaving the Forestborn to the day-to-day attrition of the long war for Laurelorn.
They have access to ancient pacts, summons, enchantments, ithilmar and all manner of wonders as opposed to the scale and bark and wooden arrows of the Forestborn skirmishers.
The Grey Lords. They're composed of the initial research organisation organised by the Everqueen into Laurelorn and bolstered by exiled Archmages from Ulthuan, and they helped get rid of the Dwarven throng attacking Laurelorn. They reside within the Dreaming Wood, accessible throughout Laurelorn:
"I take it these Grey Lords are in the liminal realm I can feel?" you ask with deliberate casualness.
She raises her eyebrows at you. "You are full of surprises, aren't you? Yes, they're tucked away in the forest's Dreaming Wood. There are entrances scattered throughout the Laurelorn and touching it often takes as little as a thought, but a season's pay for their services," she raps her knuckles on the crate she's sitting atop, "requires the right time and the right place." There's a sudden shimmer of magical energies and she smiles. "That will be them."
The Dreaming Wood is a liminal realm within magical forests like Laurelorn and it is known in Athel Loren as Athel Caielllin, and described as "It is a realm of grim prophecy and stark terror, of endless magic and daemonic malice." All things considered, that's just Athel Loren. The Dreaming Wood is most accessible from the Wishing Wood, known as the Verdan Lithridom, a section of the forest that grows dark, dense needle leaved conifers and is ringed by waystones a little ways away from Tor Lithanel. Making an offering at the Waystones and sleeping at the outskirts allows either wonderful dreams or terrible nightmares to visit your sleep, both useful for aspiring artists. There was also some discussion on a "Dreaming Diet", whatever that looks like:
"And in turn, they keep us alive. Trying to live entirely on fruits and vegetables harvested from a Dreaming Wood is not an experience I can recommend."
"We keep you quite a bit better off than merely 'alive'. And some of our artists swear by the Dreaming Diet," Marrisith replies.
"Only ever for as long as it takes for the novelty to wear off. Despite what so many of their works insist, there is a terrible boredom to pain."
The Grey Lords are twelve people with immense magical power, separate from the other inhabitants of Laurelorn (I'm not sure if Hatalath was referring to Forestborn, Cityborn and Grey Lords and disregarding Spirits, or if he was lumping City and Forestborn together, putting Spirits in there and then the Grey Lords) who maintain Laurelorn:
He smiles. "My people are but twelve, and I doubt you've met any but I - but fear not, because there is no better place to start. We are the least numerous third of Laurelorn, and we differ as much from the other two as they do from each other, but do just as much to keep our realm alive."
Aside from the deed they performed to save Tor Lithanel, the Grey Lords apparently fix and/or craft equipment for the Eonir (the mention of widdershins columnar assemblage on a cuirass, which is quite the mouthful), they craft potions that make Elven blood poisonous to whoever attempts to eat them, and they've bound an innumerable number of spirits such as Spites to Laurelorn's service:
Only the first three are carrying crates, and the others return to their places in the seats surrounding you empty-handed. "That's everything but the uglier of those cuirasses, the widdershins columnar assemblage on it needed to be replaced entirely. It should be ready by the next exchange."
Forewarned by a message delivered by a Radiant - one of a great many type of minor forest spirit called 'spites' that the Grey Lords are said to have bound into the service of Laurelorn
In terms of abilities, Lord Hatalath has also shown the capacity to animate a number of wooden constructs to perform tasks and teleport a section of the Wishing Wood into the Dreaming Wood through a dome of Marble, and then back into the Wishing Wood:
He snaps his fingers and with a creak of wood, the not-trees still surrounding you jerk to life as energies flow through the marble. With jerky motions they descend down the stairs, each of them wrapping wooden arms around a different piece of cargo and lifting them effortlessly off the ground, and the bizarre procession disappears up the ramp.
The sensation of vertigo grows stronger and your senses scream to you that you are falling despite standing upright, and in the space between two heartbeats the woods surrounding you disappears, it and the sky alike replaced by a vast and softly glowing dome of marble encapsulating the amphitheatre.
he pauses a second and then snaps his fingers - but you could feel the process beginning while he was still talking, so you know that it wasn't the gesture that banished the dome of marble and returned you to the material world.
We have two examples of Spites that the Grey Lords have bound, Radiants, who are magic absorbers, and Mischiefs, who are mischeivous and cause drowsiness:
Forewarned by a message delivered by a Radiant - one of a great many type of minor forest spirit called 'spites' that the Grey Lords are said to have bound into the service of Laurelorn
As soon as you cross the Demst into the Ward of Frost, you find yourself shadowed by an escort of marshlights, which you presume to be the variety of spite known as Mischiefs. In most of the Old World an encounter with the aptly-named spites is quite likely to lead to disaster, but here in Laurelorn they serve the Eonir rather than their own whims, and you take this as a sign that your passage into the Ward of Frost has been noticed.
Other Spite types include Netlings, Shrikes, Terrors, Malevolents, Luminiscients and Despairs. There has been mention of Dryads in Laurelorn, but Tree Kin are described as being Athel Loren's thing by Mathilde's internal monologue, and it seems that at least the Ward of Frost has an interesting connection to spirits that might have caused a mix between Elf and Dryad. We might have seen two examples in the from of the Wardens we met and Cadaeth:
In other parts of Laurelorn, the Faniour and Dryads keep a cautious distance between each other, but in the Ward of Frost the two have intermingled so thoroughly and for so long that it may no longer be possible to draw a meaningful distinction between them - or at least so go the stories told in Tor Lithanel, which straddle the line between horror and titillation at the exact nature of the intermingling. While biologically there's no way to make sense of a cross between flesh and wood, on a spiritual level there's more possibilities, especially since the Tree Kin of Athel Loren are quite well attested and seem to be the result of an Elven soul being forcefully inserted into a Dryad's body. If said insertion was more, well, gentle and consensual, who knows what the result may be?
You look thoughtfully at the two, and need only a moment's concentration to spot the tendril of magical energy linking the two. A Familiar bond, or something very similar to it. An Elf and a Dryad, perhaps? But which would be the Master?
He looks at you in confusion, and you nod to his back. "Ah, this," he says, drawing it. "Handgun. A gift from your Graf, and so very entertaining. So much more energy imparted than a normal arrow, and for so much cheaper than the special arrows!
Athel Loren has a number of special arrows as well. Moonfire (blessed by baleful moonlight, anathema to Order), Starfire (carved from Starwood trees, anathema to Chaos and Darkness), Swiftshiver (carved from wood that is very light and strong that it seems to fly of its own accord, very fast), Trueflight (arrow with rudimentary sentience, tracks the target), Hagbane (arrows tipped with the "Callach's Claws", a deadly shard of poisonous material from Athel Loren), Arcane Bodkins (exceedingly sharp arrow that punches through armor), Hail of Doom arrow (arrow that splits into a hail of arrows). In 6th Edition Hagbane arrows were fashioned from deadwood taken from the Glade of Woe from Anmyr the Witherhold, which still contains Morghur's taint, and there used to be a Dragontooth Arrow, fashioned the tooth of a Forest Dragon and still contianing its poison. There was also the poisonous Briarthorn Javelins. Laurelorn could have some of these, none of these, or more than these.
In regards to Kindreds, referred to as Kithbands in Laurelorn:
It doesn't take long before you to grow frustrated of this approach, and you find a new avenue to investigate when you find yourself drawn into an odeon by a gamine Elf singing longingly of the freedom of the treetops, and over a mug of spiced wine you quiz them on the subject of their song, and they admit sheepishly that they're more longing for one specific person enjoying the freedom of the treetops, namely a member of their 'kithband'. Questioning further, you learn that the Eonir do not have Guilds; the closest that they have is these 'kithbands', loose and voluntary social groups of people who share a vocation, interest, or cause. These relationships can and often do transcend the social classes of Cityborn and Forestborn, and it is through this you find a different way to approach the Forestborn.
Archives of the Empire Page 73 says this: "Vocational kindreds (for scouts, spellsingers, and so forth) are named after their Asrai counterparts, although Eonir rarely identify with peer groups beyond the local (Kithband) level."
Ok, so let's look at Asrai Kindreds and see what can or can't be applied based on the situations. I'll be using the Wiki to make this simple instead of having to jump back and forth across books, although I could do that if I wanted to:
Alter or Laith-Kourn: Probably less of a motivaiton to embrace the wild side while in Laurelorn, although I imagine some of the Forestborn might fall under this Kindred.
Eternal or Selathoi: Eternal Guard are important for protecting holy places and glades and the like. I'm certain Laurelorn has its equivalent for places like Verdan Ithil, Verdan Lauroi and other places.
Glade Rider or Sehenlu: Unfortunately, Laurelorn doesn't have a Meadow Glades like Athel Loren or wide sweeping plains like Ellyrion in Ulthuan, so horses are probably less significant considering the heavy forest environment. There is a wide open meadow around Tor Lithanel which might be suitable for grazing:
The forest eventually comes to an abrupt halt and gives way to a wide open meadow of short grass surrounding the banks of the Schaukel, and on the other side stands the walls of Tor Lithanel, pure-white marble stretching far above even the tallest trees with slender, graceful buttresses and arches adding texture to what would otherwise be a forbidding blank expanse of stone.
but it's probably less significant than the horse riders of the other Elven polities.
Glamourweave or Yenayla: The Eonir seem to maintain a distance between themselves and spirits even if they desire to achieve balance, so I'm not sure how much Glamourweavers are out there typically, but this seems like the Ward of Frost's thing.
Scout or Arahain: This seems like one of the most numerous Kithbands for the Forestborn.
Spellsingers or Kel-Isha: I imagine a decent amount of the Cityborn fall under this category. They certainly have an abundance of magic and knowledge. House Filuan might be the biggest group to call themselves Kel-Isha though. I would expect Tindomiel would have a Hekarti rune and Houses Thyriolan and Echtelion would have a Hoethian rune. Poor Lileath, ignored despite all the magic she gives to the Elves.
Wardancer or Caidath: Whatever the Loec house is would likely have this Kindred. Lots of Cityborn fall under vocational Kithbands relating to some form of artform or theatre or music, and that falls under Loec, but Wardancing is a specific subset.
Warrior or Lakoys: I don't think many of the Eonir dedicate themselves to warriorhood. Even Kadoh strikes me as more of an athlete than a warrior. Not that they don't fight, but dedicating yourself to war doesn't seem to be the Eonir way. In times of need however...
Waywatcher or Nymraif: Some Forestborn, probably some of House Fanpatar.
Wild Rider or Auryaur: I don't think they're relevant here. Seems more of an Orion thing. The Eonir might have an Asuryan equivalent.
Vengenace/Talu and Harioth/Younger: Enter when needed.
I don't think the Eonir have much if any Warhawks or Great Eagles considering the lack of mountains, so I also think they lack Hawk Riders.
Eventually the mire gives way to swamp proper which gives way to the aptly-named Misty Hills, and visibility plunges to almost nothing, though your guide still takes the opportunity to point in the direction that apparently the Pass of Stone lies in, the ruined tower that serves as the closest thing to a capital the Ward of Rain has. Eventually you emerge from that mist and find yourself at the edge of a wide, tree-ringed lake. "The Tarn of Tears," Prince Galenstra says. "The source of what you call the Schaukel, and also of much of Laurelorn's magic."
"A source of magic? How?" You focus on the water, and eventually you can make out a deep throb of magical energy far below, and a steady plume spiralling upwards to swirl through the waters of the lake and be drawn north to the outflow. Everything you've been taught says that all magic has its origin in the Aethyr.
"We don't know," he admits. "We believe there's some kind of portal at the bottom, but it has a guardian spirit that doesn't like us investigating."
The Rainbow Falls, where the magic of the Tarn releases into the air and where the Priests of Vaul, the Chamon and maybe Aqshy smiths, practice their craft:
"The Rainbow Falls are ahead," he says, raising his voice, "and they are loud enough to deafen those that spend too much time there. That is where the magic of the Tarn's waters are unleashed into the air, and that, I'm told, is what makes Laurelorn the place that it is.
Before much longer the noise becomes far too much to talk, and the path emerges at the top of a cliff. The view before you is an endless canopy of lush green treetops broken only by the silvery line of the Schaukel running through it, but to your right is an even more breathtaking one as the waters of the Tarn of Tears spill over the the edge into the Rainbow Falls. You'd expected one long, elegant fall with the Winds drifting out of it, but instead of a sheer drop the cliff underneath the Falls is a long, broken slope with hundreds of rocky pools and thousands of individual falls. Throughout it all countless spars of jutting black rock emerge from the spray, each of them aglow with a different Wind, and every few seconds one of them discharges into the air in a scintillating spray of magical energy.
Laurelorn's Smith-Priests labour in the tunnels and caverns below the Rainbow Falls, where the magic in the waters from the Tarn of Tears flows through after being shattered upon the rocks of the falls. To even enter them takes a great deal of training to allow an utterly neutral mindset, or else part of the flowing Winds will be drawn to that person's soul and cause turbulence that can quickly grow into a vortex of Dhar. Part of that preparation is the ritual blinding common to Priests of Vaul, and the time spent in such close proximity to the constant tumult of the falls as they wield the Winds to bend mundane materials to their will renders these craftsmen as deaf as they are blind, only able to communicate with other members of the Cult of Vaul through methods protected as holy secrets. This creates a virtually unassailable monopoly on craftsmanship, as these artisans communicate only with their correligionists, which is under the unofficial but almost total control of House Miriel.
I wish Laurelorn had Treemen. Apparently, they are pretty chill unless roused to anger, and actually pretty reasonable for spirits. Would be neat to chat one up. We are a grey wizard, we need us a Treebeard.
"You wield the Wind of Shadow, I am told," he says as he works. "Much like I hear my distant kin in Ulthuan do, though my ancestors left them when the land was still whole. There is, I feel, more honour in doing what is necessary but not praised, than what is celebrated in story and song." He taps the stave while glancing up at you wryly. "The great hunter gets a canto, the bowyer but a stanza, and the fletcher not a line. And now you want to form your own legend that our labour will make possible."
"Elven artisanry is legendary, and among the Eonir it is known that House Miriel dominate the production of the finest-quality works. I do not intend to fail due to substandard equipment, so I came to you."
He looks up at you thoughtfully. "You twist words like my children. Perhaps that is what the other Houses see in your kind. But though I will accede to the collective will of the High Council, I will not bleed my own House dry to fund your ambitions. You will pay for our services, as all must."
I didn't notice the exact interplay of words being played here. Councillor Galrith starts the conversation by bringing up Mathilde's Wind and comparing it to his distant cousins, likely the Shadow Warriors of Nagarythe, to make a point about him feeling that there is more honor in doing the unsung labor than the legendary one. He then goes on to make a metaphor sort of like Galenstra, in that it uses his vocation and point of view to create a poetic metaphor. Poems are sung about the hunter, but the crafters are given so much less attention, reflecting his own situation, and he then directs it towards Mathilde by implying that despite her wind of shadow she is not doing the unsung work of the Shadow Warriors, but rather attempting to create a legend off the back of his House's work.
Mathilde's response to that was that "Elven Artisanry is legendary, so I came to you". Like Galrith said, she twisted his words to redirect the conversation, indicating that she definitely believes that he will be a part of the legend she is creating.
It's probably not the most elegant counterattack in all of history in regards to verbal fencing, but it was decent considering her lack of experience in this.
What do the elf's we have hired for jobs such as book copying or building the house about this whole thing? Because Mathy has been throwing gold at the usually long term unemployed class of elf.
An odd, but one of gig?
A potential long term new market, or at last job as long as this human thing lasts.
And I wonder what they are thinking about their skills value in the empire. Can they tell that mathy is an unusually wealthily Bibliophile. Or are some of them wondering if 'elf scribe' might make them a good amount of money… lack of job opportunities has always been an mayor 'work abroad' factor.
Or is that something we need to investigate to get a read on.
Your continued monitoring picks up that the arm has begun to draw in wisps of ambient Hysh through the palm, and comparing the approximate amount drawn in to the activity he is engaged in indicates that the arm draws in more energy after particularly intricate work, but not, interestingly, after work that required an expenditure of strength. Is the Hysh only needed to control the arm, and some other power source is drawn on for the actual movements? Or is controlling more taxing on Hysh than raw strength? Egrimm ventures that the arm might have some mechanism to convert Winds to raw mechanical power in a similar manner to Runecraft, allowing greater efficiency for movement but still requiring the use of raw Hysh for control. It sounds plausible, but with the inner workings of the arms still concealed it's simply one theory among many at this point.
A bit of a theory on this. Mathilde doesn't know this, because it's pretty modern science (I don't know how modern tbh), but we know that our body moves because of electrical signals sent from the brain to the nervous system, and those signals send the instructions necessary for movement. We know that the arm doesn't interface with the brain, it simply connects to the socket and somehow interprets the electrical signals sent from the brain into motion from the nerves that it is connected to. This is fascinating and definitely requires some seriously complex work. The exact response time of the arm hasn't been mentioned, but if it's anything like human movement, then it's genuinely amazing how well the arm interfaces with the nervous system. Perhaps the Hysh being used here is there to "interpret" the signals into movements for the arm.
This could explain why it takes more Hysh to perform complex tasks than it is to achieve strength. A simple command like "Clench" isn't complex at all and is fairly easy to interpret, but moving the fingers in delicate patterns to write or draw something is much more complex and requires a lot more "signals" to be interpreted, which consequently consumes more energy.
What interests me is that Hysh is being used here to interpret the nervous system. Chamon is probably pretty good at "programming" because of the logic chain nature of it, and Azyr is connected to electricity so maybe it would have resonance here, but Hysh in this case might be utilising the "Harmony" aspect that it contains which makes it possible for multiple wizards to coordinate their casting to make it so that the arm is considered part of the "whole", bypassing the need for complex instructions built into the arm itself.
I could be talking bullshit though. There's a lot we don't know about this arm, but it is fun.
So, the thing about Battle Wizards is that as a starting points, they've accepted that they are going to die. It's going to happen. Either while trying to cast, or for going into dangerous battles that require Battle Wizards, they're reusable ammuntion to be spent. Valuable ammo that doesn't kill itself always, but it happens.
Magisters are meant to be wizards that can be trusted to cast magic reliably, above all else. To use it only when needed, and only as much as needed. To represent their magic and their order, even if it means backing away, or not casting that spell. Lady and Lord Magisters are the ones that are so familiar with spell-casing, themselves, and politics, they can be trusted to decide for themselves, no the spot, if "this situation is both dire and emportant enough, that risking my life on this battle magic is worth it, even with the consequences."
Battle Wizards don't deploy themselves, they get deployed by the Emperor or the Patriarch of the Colledge. Lord and Lady Magisters deploy themselves. They are trusted to do so.
The woman who turns out to be Lady Magister Gehenna ("Gehenna the Second. I think the first was an Elf.") introduces herself, ensconces herself in your guest bedroom, and burrows into your library in the space of a single walking conversation. As Johann explains privately to you afterwards, this Gehenna - his former Master - is a Battle Wizard who 'graduated' into Lady Magister rank instead of coming up through the usual Apprentice-Journeyman-Magister ranks, so her social niceties are a bit off, even by Gold Wizard standards.
"Arburg of the Order of Life challenges Dragomas of the Amber Brotherhood," comes a rich but stilted voice, and a woman steps forward from your right.
"Kurtis?" Algard prompts.
"Former Battle Wizard, promoted a few years ago. Fought alongside the forces of Ostland and Nordland against Beastmen, and with the Second Fleet against Norscans."
Dragomas' most notable act as Supreme Patriarch has been on improving the lot of the Battle Wizards, and it's now gotten to the point where the average number of LMs per College excluding the Patriarch/Matriarch is 5, 4 from the normal track and one graduated Battle Wizard.
It's a high risk job and you have to accept the possibility of death or worse, but it is not a guaranteed death sentence. Certainly not now that Dragomas has improved their conditions. Battle Wizards are willing to die for Dragomas for a reason.
It's a high risk job and you have to accept the possibility of death or worse, but it is not a guaranteed death sentence. Certainly not now that Dragomas has improved their conditions.
I swear there was a post where Boney gave the average lifespan for a Battle Wizard in single-digit years, but I tried looking recently and had zero luck.
Still, the only ways out are death or promotion, and most don't get promoted.
I swear there was a post where Boney gave the average lifespan for a Battle Wizard in single-digit years, but I tried looking recently and had zero luck.
Still, the only ways out are death or promotion, and most don't get promoted.
If a Battle Wizard decides they're done, I don't see why they can't retire and stay in the College as a Perpetual or Seal themselves. We've seen an example of someone who had potential and power but sealed themselves because of an unfortunate series of events.
Maybe they wouldn't have had the choice of retirement before Dragomas, but I think one of the first things you'd do to improve their lot is to give them a retirement package if they want. Not everyone who signs up for a risky job is fully aware of the trauma they'd experience or the things they'd go through.